Archive for December, 2013

Hyper Pipe X

Saturday, December 14th, 2013

Got basic understanding about how the 3d pipeline works in Hyper Neo Geo 64. Basically it was an irq issue (one unimplemented irq is needed at FIFO processed) plus some other things like swap / clear buffer that were hooked up in the previous update.

Fatal Fury Wild Ambition

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Beast Busters 2nd Nightmare

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Off Beat Racer / Xtreme Rally

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Roads Edge
Note: definitely behaves oddly on gameplay (most 3d missing plus unplayable)

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Buriki One

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Finally, both Samurai Shodown are currently with broken 3d, that’s because they sets up the 3d upload register differently compared to the other games.

Burrito Uan

Wednesday, December 11th, 2013

Did some work with Hyper Neo Geo 64, tried to understand some stuff (namely z80 network cpu and 3d pipeline) and read a bit of MIPS code for Buriki One. Got a cheap work-around for the coin insertion so got it to go into gameplay:

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EDIT: Played with debugger, entered into service mode and hooked up inputs in Roads Edge. Camera seems very jumpy, I wonder if we have a CPU core bug here …

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